If the game is worth playing over and over again in different ways, the game is worth losing over and over again in different ways.. Like Dwarf Fortress' slogan "Losing is fun ".
This fits a strategy / worldbuilding game to a tee. Dwarf Fortress was not an RPG.
So are you saying SC2 wasn't worth playing over and over again? Because that was the point of my first statement.
Honestly, the timed quests, like the pkunk migration, the death march, etc etc were part of what made SC2 so unique and special. There's a number of things that went into shaping the game that we know and love, but without those timed quests, would it ever have felt as alive? Think about it this way: Star Control 2 was the way that it was because it started development as the equivalent of a AAA title and awkwardly transitioned into an indie title. The way the music was written (without a formal composer), the way the dialogue was written (partially outsourced to random volunteers), and technical limitations at the time all coalesced into this magical, whimsical ball of tactics, strategy, etiquette, and fantasy.
I hope that if Stardock gathers anything from this thread, its that, sure, they can remove the Timed Quests entirely, but their omission will undoubtedly make the game generic and bland. Leave them as an option, give us some incentives to turn that on. You're wondering "Why do you want incentives if their presence is so important?" And I'll tell you why: as a developer myself, there has to be a reason for every asset you place in the game, otherwise it's a waste of resources. Why bother putting something in the game if you know no one will ever use it? So the incentives are there as a justification for development, no matter how small the impact was on the pipeline as a whole. This isn't to say there isn't a place for mysteries within the setting, but the purpose there is purely for worldbuilding. "The monolith is there because it was, noone really knows why." "The lone goat on the moon bleats facing South for no apparent reason."
Edit: There's opportunities ALL through SC2 to extend the timer beyond 5 years. Like, I've had playthroughs where I was intentionally killing time so that the march would start and kill the Druuge before starting the assault on the Sa-Matra